• Title/Summary/Keyword: AI Simulator

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Event diagnosis method for a nuclear power plant using meta-learning

  • Hee-Jae Lee;Daeil Lee;Jonghyun Kim
    • Nuclear Engineering and Technology
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    • v.56 no.6
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    • pp.1989-2001
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    • 2024
  • Artificial intelligence (AI) techniques are now being considered in the nuclear field, but application faces with the lack of actual plant data. For this reason, most previous studies on AI applications in nuclear power plants (NPPs) have relied on simulators or thermal-hydraulic codes to mimic the plants. However, it remains uncertain whether an AI model trained using a simulator can properly work in an actual NPP. To address this issue, this study suggests the use of metadata, which can give information about parameter trends. Referred to here as robust AI, this concept started with the idea that although the absolute value of a plant parameter differs between a simulator and actual NPP, the parameter trend is identical under the same scenario. Based on the proposed robust AI, this study designs an event diagnosis algorithm to classify abnormal and emergency scenarios in NPPs using prototypical learning. The algorithm was trained using a simulator referencing a Westinghouse 990 MWe reactor and then tested in different environments in Advanced Power Reactor 1400 MWe simulators. The algorithm demonstrated robustness with 100 % diagnostic accuracy (117 out of 117 scenarios). This indicates the potential of the robust AI-based algorithm to be used in actual plants.

Analysis and simulator implementation of Mighty, an advanced imperfect information game

  • Lee, Jeongwon;Kim, Kwihoon;Kim, Seung-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.1
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    • pp.9-21
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    • 2022
  • Mighty is an imperfect information game, similar to the internationally popular four-player card game Bridge, but more complex in terms of game rules and operation. An environment for exploring and analyzing the strategy of the Mighty Game is required, but compared to the development of many simulators for strategy analysis of other card games such as Bridge, there is no analysis tool for the Mighty Game. Even the definition and understanding of the Mighty game at the academic level is lacking. To solve these problems, this paper systematically defined the procedures and rules of the Mighty Game. And based on this definition, we implemented a simulator that can learn Mighty game and analyze various strategies. For the usability and accessibility of the service, the simulator was developed with JavaScript, and various analysis functions are provided in the web environment. Lastly, comparative analysis with other trick-taking games dealt with in the related research domain showed that the Mighty game has its value as an incomplete information game and that there are many characteristics that make it easy to apply AI-based learning methods.

AI-based Automatic Spine CT Image Segmentation and Haptic Rendering for Spinal Needle Insertion Simulator (척추 바늘 삽입술 시뮬레이터 개발을 위한 인공지능 기반 척추 CT 이미지 자동분할 및 햅틱 렌더링)

  • Park, Ikjong;Kim, Keehoon;Choi, Gun;Chung, Wan Kyun
    • The Journal of Korea Robotics Society
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    • v.15 no.4
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    • pp.316-322
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    • 2020
  • Endoscopic spine surgery is an advanced surgical technique for spinal surgery since it minimizes skin incision, muscle damage, and blood loss compared to open surgery. It requires, however, accurate positioning of an endoscope to avoid spinal nerves and to locate the endoscope near the target disk. Before the insertion of the endoscope, a guide needle is inserted to guide it. Also, the result of the surgery highly depends on the surgeons' experience and the patients' CT or MRI images. Thus, for the training, a number of haptic simulators for spinal needle insertion have been developed. But, still, it is difficult to be used in the medical field practically because previous studies require manual segmentation of vertebrae from CT images, and interaction force between the needle and soft tissue has not been considered carefully. This paper proposes AI-based automatic vertebrae CT-image segmentation and haptic rendering method using the proposed need-tissue interaction model. For the segmentation, U-net structure was implemented and the accuracy was 93% in pixel and 88% in IoU. The needle-tissue interaction model including puncture force and friction force was implemented for haptic rendering in the proposed spinal needle insertion simulator.

AB9: A neural processor for inference acceleration

  • Cho, Yong Cheol Peter;Chung, Jaehoon;Yang, Jeongmin;Lyuh, Chun-Gi;Kim, HyunMi;Kim, Chan;Ham, Je-seok;Choi, Minseok;Shin, Kyoungseon;Han, Jinho;Kwon, Youngsu
    • ETRI Journal
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    • v.42 no.4
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    • pp.491-504
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    • 2020
  • We present AB9, a neural processor for inference acceleration. AB9 consists of a systolic tensor core (STC) neural network accelerator designed to accelerate artificial intelligence applications by exploiting the data reuse and parallelism characteristics inherent in neural networks while providing fast access to large on-chip memory. Complementing the hardware is an intuitive and user-friendly development environment that includes a simulator and an implementation flow that provides a high degree of programmability with a short development time. Along with a 40-TFLOP STC that includes 32k arithmetic units and over 36 MB of on-chip SRAM, our baseline implementation of AB9 consists of a 1-GHz quad-core setup with other various industry-standard peripheral intellectual properties. The acceleration performance and power efficiency were evaluated using YOLOv2, and the results show that AB9 has superior performance and power efficiency to that of a general-purpose graphics processing unit implementation. AB9 has been taped out in the TSMC 28-nm process with a chip size of 17 × 23 ㎟. Delivery is expected later this year.

Design of Ship Collision Avoidance Simulator Using AIS Information (AIS 정보를 이용한 선박 충돌 회피 시뮬레이터 설계)

  • Ryu, Sungreong;Ha, Jeongeun;Kang, JIhun;Yu, Donghui
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.127-129
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    • 2014
  • AIS를 이용한 선박간의 자동위치인식이 적용되고 있으나 여전히 많은 선박사고로 인해 인명 및 재산 손실 뿐만 아니라 환경오염까지 초래하는 문제가 발생하고 있다. 이에 본 논문에서는 선박사고 중 높은 사고율을 차지하는 선박간의 충돌사고를 줄이고자 AIS에서 제공하는 static 정보, dynamic 정보를 이용하여 선박 충돌 회피 알고리즘과 시뮬레이션 시스템 설계를 제시한다.

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Pacman Game Reinforcement Learning Using Artificial Neural-network and Genetic Algorithm (인공신경망과 유전 알고리즘을 이용한 팩맨 게임 강화학습)

  • Park, Jin-Soo;Lee, Ho-Jeong;Hwang, Doo-Yeon;Cho, Soosun
    • IEMEK Journal of Embedded Systems and Applications
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    • v.15 no.5
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    • pp.261-268
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    • 2020
  • Genetic algorithms find the optimal solution by mimicking the evolution of natural organisms. In this study, the genetic algorithm was used to enable Pac-Man's reinforcement learning, and a simulator to observe the evolutionary process was implemented. The purpose of this paper is to reinforce the learning of the Pacman AI of the simulator, and utilize genetic algorithm and artificial neural network as the method. In particular, by building a low-power artificial neural network and applying it to a genetic algorithm, it was intended to increase the possibility of implementation in a low-power embedded system.

The Effect of AI Agent's Multi Modal Interaction on the Driver Experience in the Semi-autonomous Driving Context : With a Focus on the Existence of Visual Character (반자율주행 맥락에서 AI 에이전트의 멀티모달 인터랙션이 운전자 경험에 미치는 효과 : 시각적 캐릭터 유무를 중심으로)

  • Suh, Min-soo;Hong, Seung-Hye;Lee, Jeong-Myeong
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.92-101
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    • 2018
  • As the interactive AI speaker becomes popular, voice recognition is regarded as an important vehicle-driver interaction method in case of autonomous driving situation. The purpose of this study is to confirm whether multimodal interaction in which feedback is transmitted by auditory and visual mode of AI characters on screen is more effective in user experience optimization than auditory mode only. We performed the interaction tasks for the music selection and adjustment through the AI speaker while driving to the experiment participant and measured the information and system quality, presence, the perceived usefulness and ease of use, and the continuance intention. As a result of analysis, the multimodal effect of visual characters was not shown in most user experience factors, and the effect was not shown in the intention of continuous use. Rather, it was found that auditory single mode was more effective than multimodal in information quality factor. In the semi-autonomous driving stage, which requires driver 's cognitive effort, multimodal interaction is not effective in optimizing user experience as compared to single mode interaction.

Performance Analyzer for Embedded AI Processor (내장형 인공지능 프로세서를 위한 성능 분석기)

  • Hwang, Dong Hyun;Yoon, Young Hyun;Han, Chang Yeop;Lee, Seung Eun
    • Journal of Internet Computing and Services
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    • v.21 no.5
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    • pp.149-157
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    • 2020
  • Recently, as interest in artificial intelligence has increased, many studies have been conducted to implement AI processors. However, the AI processor requires functional verification as well as performance verification on whether the AI processor is suitable for the application. In this paper, We propose an AI processor performance analyzer that can verify the application performance and explore the limitations of the processor. By Using the performance analyzer, we explore the limitations of the AI processor and optimize the AI model to fit an AI processor in image recognition and speech recognition applications.

Modeling and Simulation on One-vs-One Air Combat with Deep Reinforcement Learning (깊은강화학습 기반 1-vs-1 공중전 모델링 및 시뮬레이션)

  • Moon, Il-Chul;Jung, Minjae;Kim, Dongjun
    • Journal of the Korea Society for Simulation
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    • v.29 no.1
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    • pp.39-46
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    • 2020
  • The utilization of artificial intelligence (AI) in the engagement has been a key research topic in the defense field during the last decade. To pursue this utilization, it is imperative to acquire a realistic simulation to train an AI engagement agent with a synthetic, but realistic field. This paper is a case study of training an AI agent to operate with a hardware realism in the air-warfare dog-fighting. Particularly, this paper models the pursuit of an opponent in the dog-fighting setting with a gun-only engagement. In this context, the AI agent requires to make a decision on the pursuit style and intensity. We developed a realistic hardware simulator and trained the agent with a reinforcement learning. Our training shows a success resulting in a lead pursuit with a decreased engagement time and a high reward.